![]() While this was technically sound, there were many who disliked the strict recognition that would often turn a well-timed hook into an unplanned uppercut – which, if you'd spaced for the former, could leave you wide open for a galling counterpunch.Ĭhampion's more elegant solution is the revamped Full Spectrum Punch Control. In Round 4, this translated to Total Punch Control, a system that used circular motions on the right stick to convey the bread-and-butter of boxing ballistics. Those first few bouts are a harsh lesson in the nuances of pugilism, but after gradually getting to grips with leaning, weaving and effective counterpunching – rather than just flailing like a rabid wolverine and getting rocked for your trouble – you'll start to develop the boxing fundamentals. But the transition from arcade to simulation was far from easy.įor those weaned on a stick and six buttons, the switch to dual analogue control is initially met with frustration bordering on deep-seated loathing. This was a boxing simulation in its purest form, both as a martial art with an elegant dance of full body movement, and as a sport where the only way to deal damage is by propelling padded knuckles above the belt line. Moving away from the familiar Dash Straights and Machinegun Blows, I discovered something less instantly gratifying but no less technically rewarding. ![]() This epiphany then prompted me to sample the other simulation of the moment, namely Fight Night Round 4. But ever since Eurogamer asked me to transfer my arcade fighter fanaticism to a preview of UFC Undisputed 2009, I've realised that strategic stamina control can be just as intense as setting up cross-ups and frame traps. There was a time when I wouldn't have taken a second glance at Fight Night Champion.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |